Amnesia: The Bunker
44 Achievements
0-0h
PS4
In Recovery
Completed the game on Shell Shock difficulty. Details for this achievement will be revealed once unlocked
2.0%
How to unlock the In Recovery achievement in Amnesia: The Bunker - Definitive Guide
To unlock this gamemode and everything thing else that the update brought press new game, press yes when it asks you about overwriting then hold RT for 10 seconds til the unlock new game plus button appears then press it and there ya go also watch this videos if u don't want to play the hardest mode legit
6 Comments
That was really cool and surprisingly easy to do! Appreciate it
By TruDexterMorgan on 25 Apr 2024 03:37
the speedrun shown in the video still works 👍
By HazZarD#8843 on 28 May 2024 02:41
This guide was translated automatically.
To unlock the "Psychotrauma" difficulty level, you need to complete the game on any difficulty, after which you will be able to start ng+ with the ability to fully customize the difficulty level, including choosing Psychotrauma.
On this difficulty, the game can only be saved by using fuel on the lamp, so it (fuel) must be saved, in addition, this time the fuel depot will be closed.
The game currently has the ability to pass this difficulty without much hassle, since the lockers can be opened only by knowing the password, that is, it is enough to find out the numbers from the token, load and open the desired locker, despite the fact that there is no entry with the code in the journal.
Guide as I went through it:
The game starts, first of all we run into the room with burnt corpses, a canister often spawns there, and then we run into the hub, from there to the generator, you can also often find a canister there, we put everything in the box. We open the door to the corridor and go on all fours to the corpse with the code from the cabinet with the valve, you need to go carefully, since the creature is more aggressive here. We find out the code, open the cabinet, change the valve, then take the canister from the box and quickly run around the entire location trying to activate all the traps to deactivate them, trying of course not to harm ourselves, and while the creature has not noticed us, we quickly save. Now we go to the church, without fear, just inspect the entire location for a fuse, if you find it, then good, remember its location. In this location, we only need to find out the code, so we can immediately use all the fuel reserves and rush the location, we find out the code, remember and load. Don't forget to quickly run back to the storage with the church and loot all the canisters that are as close to the exit as possible, we will do this every time before the save in several locations, plus don't forget to pick up the fuse. Open the cabinet and make a save. Now we do the same with the barracks, run through the entire location, look for the fuse if you didn't find it in the previous location, find it, remember where it is, load up, fill the generator to the full with everything we have, insert the fuse in the location, and go find out the code, the lock in the room with the last switch can be broken with a stone that most likely lies nearby. Find out the code and load up. Now we run to the prison block, here we are more careful since we need to pick up the nippers and go back, so first we open the grate, put the fuse and disarm all the traps, then we go back and make a save. Now we fill one canister with gene at least to 1/4, put one canister in the inventory plus take a grenade, and quickly run to pick up the nippers without paying attention to the creature, and just as quickly run out of the prison block and run to the arsenal without slowing down, there you need to quickly have time to turn on the water pump while there is still energy (I already had a fuse in this location, but yours may be different). Now we go to the excavations and it is advisable to save at the beginning, we go to kill the blind man with a grenade, we take the shotgun as well as the pen and the toy, if you also found a canister then we save at the beginning of the location, if not then we run to the hub and save there. Now we go to pick up the dynamite, it should be easier here, open the entrance with the code, and sneak through the entire location, pick up the dynamite and run back. We make a save and now we take the toy, dynamite and pen into the inventory, blow up the passage, throw the toy to the monster below, and while he is busy we quickly move the boxes and climb up, run from the monster to the end and that's it, the game is completed.
A couple of tips:
The best way to distract rats is with meat or gas.
When you just run around a location, for example the barracks just to find out the code, do not hesitate to look for any tokens to open as many cabinets as possible.
To scare off the monster, the best way would be only a grenade, since the shotgun is practically ineffective, but if he noticed you, it is better to load up immediately.
There are lockers not only in the main location, but also in the church, barracks, and a couple of other places.
When you go to find out the code to the storage with dynamite, it is better to find out in advance in the barracks where the key is, which switches turn on the light.
On this difficulty, the game can only be saved by using fuel on the lamp, so it (fuel) must be saved, in addition, this time the fuel depot will be closed.
The game currently has the ability to pass this difficulty without much hassle, since the lockers can be opened only by knowing the password, that is, it is enough to find out the numbers from the token, load and open the desired locker, despite the fact that there is no entry with the code in the journal.
Guide as I went through it:
The game starts, first of all we run into the room with burnt corpses, a canister often spawns there, and then we run into the hub, from there to the generator, you can also often find a canister there, we put everything in the box. We open the door to the corridor and go on all fours to the corpse with the code from the cabinet with the valve, you need to go carefully, since the creature is more aggressive here. We find out the code, open the cabinet, change the valve, then take the canister from the box and quickly run around the entire location trying to activate all the traps to deactivate them, trying of course not to harm ourselves, and while the creature has not noticed us, we quickly save. Now we go to the church, without fear, just inspect the entire location for a fuse, if you find it, then good, remember its location. In this location, we only need to find out the code, so we can immediately use all the fuel reserves and rush the location, we find out the code, remember and load. Don't forget to quickly run back to the storage with the church and loot all the canisters that are as close to the exit as possible, we will do this every time before the save in several locations, plus don't forget to pick up the fuse. Open the cabinet and make a save. Now we do the same with the barracks, run through the entire location, look for the fuse if you didn't find it in the previous location, find it, remember where it is, load up, fill the generator to the full with everything we have, insert the fuse in the location, and go find out the code, the lock in the room with the last switch can be broken with a stone that most likely lies nearby. Find out the code and load up. Now we run to the prison block, here we are more careful since we need to pick up the nippers and go back, so first we open the grate, put the fuse and disarm all the traps, then we go back and make a save. Now we fill one canister with gene at least to 1/4, put one canister in the inventory plus take a grenade, and quickly run to pick up the nippers without paying attention to the creature, and just as quickly run out of the prison block and run to the arsenal without slowing down, there you need to quickly have time to turn on the water pump while there is still energy (I already had a fuse in this location, but yours may be different). Now we go to the excavations and it is advisable to save at the beginning, we go to kill the blind man with a grenade, we take the shotgun as well as the pen and the toy, if you also found a canister then we save at the beginning of the location, if not then we run to the hub and save there. Now we go to pick up the dynamite, it should be easier here, open the entrance with the code, and sneak through the entire location, pick up the dynamite and run back. We make a save and now we take the toy, dynamite and pen into the inventory, blow up the passage, throw the toy to the monster below, and while he is busy we quickly move the boxes and climb up, run from the monster to the end and that's it, the game is completed.
A couple of tips:
The best way to distract rats is with meat or gas.
When you just run around a location, for example the barracks just to find out the code, do not hesitate to look for any tokens to open as many cabinets as possible.
To scare off the monster, the best way would be only a grenade, since the shotgun is practically ineffective, but if he noticed you, it is better to load up immediately.
There are lockers not only in the main location, but also in the church, barracks, and a couple of other places.
When you go to find out the code to the storage with dynamite, it is better to find out in advance in the barracks where the key is, which switches turn on the light.